buchecker

buchecker

Joined Member # 4198604
10 Posts 17 Replies 1,995 Reputation

[quote who="Winnihym" reply="171" id="2762726"] ... For myself personally, I took the folks at Stardock at their word that what we as testers were playing wasn't the game, it was the engine, and we were trying to help them bughunt that code. The game that got overlaid onto that engine was on internal builds and other things. It was never my supposition that, as a tester, I was playing a game, so it was hard for me to call whether or not the game was ready.[/quote] <

173 Replies 596,272 Views

[quote who="joasoze" reply="22" id="2761750"] You need to hold off first and then spam. Then it should be too late to city spam in many ways. Cause all others have already done it [/quote] Even on epic it doesnt take that long for these 2 techs and you can just produce the pioneers ahead. Unless you play tiny map there will still be plenty of space. And when there is none thats what raise land is for ;)

32 Replies 22,871 Views

[quote who="sleem" reply="3" id="2762072"]MageMatthew if you can spare a unit, have him escort the caravan, and then fortify that unit up at a midpoint in the caravan trail. I have no idea how someone can get their capital to make 300+ food. My food resources always seem to dwindle... Maybe I'm doing it wrong.[/quote] Research the tech that gives 2 food sources before founding another city. That will spawn em right next to your capital. Maybe you also had a food source from

11 Replies 10,717 Views

[quote who="joasoze" reply="16" id="2761542"] Quoting buchecker, reply 5I abused that in my last game. I researched the adv tech that gives two food sources, but i held off founding new cities so they spawned right next to the capital. That gave me 3 food sources and from there i funneled all caravans to the capital. Its currently producing 336 food ... (more than 100 to spare) Yay... you have found an argument against city spamming in this game [/quote] &n

32 Replies 22,871 Views

I abused that in my last game. I researched the adv tech that gives two food sources, but i held off founding new cities so they spawned right next to the capital. That gave me 3 food sources and from there i funneled all caravans to the capital. Its currently producing 336 food ... (more than 100 to spare)

32 Replies 22,871 Views

Its just too powerful. In my current game my capital produces 336 food. Feeding the entire empire and still got over 100 spare food.

11 Replies 10,717 Views

When capturing cities of the opposing faction and then building Training Buildings it can reduce build time below zero. (For some units it displays -14 turns)

1 Replies 2,021 Views

The first round units get the panicked message the still attack and move. Every round after they freeze. (btw how about flee instead of freeze?)

0 Replies 1,335 Views

[quote who="Thizzbaby" reply="1" id="2758055"]1. Mounts generate 1 per turn not every 3 turns. ( As of 1.06, Have yet to find a mount tile in my 1.07 game) [/quote] I checked the tooltip and it says 1 horse in 4 turns.

5 Replies 6,317 Views

Any recast, quickcast or favorite list would be nice. I have all magic schools but i barely use 1/10 of the spells. But i still need to flip pages back and forth frequently.

0 Replies 3,080 Views

Well for Squads and larger dragons overlap. Dunno how that could be fixed other than disabling group size options for dragons.

0 Replies 1,512 Views

I like the idea of separation. One outcome could be to apply organized only to parties, to make parties cross forests faster. Parties that can use mountain passes that armies cant etc. Make armies slower but more powerful (epic) That would also mean that if someone slower attacked someone faster there should be a chance to escape. That would also make scouts actually useful.

6 Replies 7,378 Views

[quote who="Robert Hentschke" reply="2" id="2758099"]It's a post-apocalyptic Mad Max scenario so it actually makes sense that you'd be lucky to find any herd of horses. Humans are more... adaptible. The pricing and in-game use are questionable all right but "cavalry" doesn't have a real gameplay implementation anyway. Horse bowmen, heavy cavalry charging... there is no real point to or no implementation for that.[/quote] That doesnt explain why a mounted unit is

5 Replies 6,317 Views

[quote who="dragoaskani" reply="1" id="2757792"]Nice, organized, and boring. Done to death, I like this approach, but then again my machine doesnt slow down even by turn 500 on large epic game speed maps, with 9 ai's....[/quote] I would still like if they could take less of the space. Right now 50% of my land is city tiles.

3 Replies 4,829 Views

I would like to have an option for Open borders independent of Non-Aggression. Also Please consider to be able to enter allied cities. I know it was said that the AI will use the environment and build cities to block the players access, but it would make an Alliance more meaningful especially when i cant support my Ally because i am blocked off by his cities. A teleport Ally spell would also be nice. (make it cost more than 5 mana)

1 Replies 4,466 Views

[quote who="TroubledWaters" reply="10" id="2758044"] Quoting buchecker, reply 8Especially when you can simply build a bridge ... Oh. I usually play single landmass games. I haven't seen much of a point to water in Elemental. No resources to fight over, no real naval power to speak of, just an annoying barrier from points A to B. I've skipped it, I guess. I'll try an island game when I pick Elemental back up. Your sarcasm is hilarious and entertaining, th

16 Replies 8,261 Views

[quote who="TroubledWaters" reply="7" id="2758033"]What is your reason to build a harbor? I still haven't found one.[/quote] Especially when you can simply build a bridge ...

16 Replies 8,261 Views

Please make treaties take both economies into account. In my current game Capitar has no towns (= no economy) and just his Sov standing around in my backyard but i still have treaties that generate gildar and research for me (based on my economy) while hes getting nothing.

0 Replies 3,019 Views

I noticed another thing in my current game. I kicked Capitars butt (while his strong army/sov was just standing around) Leaving him without any city (btw he was still reported as stronger military). We went into peace and then i traded 11(!!) diplomatic thingy for 1500 gildar. Because he valued it so much i guess ...

6 Replies 5,701 Views

Problem: Its just too much. I can place my sov (or a child of my sov) in a monster spawn area and make more money in a single fight than my entire empire produces. Current game my towns give about 200 gold per round, a fight can easily give 200+ gold. This completely imbalances the gold heavy units (like dragons). Suggestion: Reduce it to like 1/10 of its current value. This would also make Thief profession a little bit more meaningful. As is it doesnt matter if i have

0 Replies 3,039 Views

1. Cavalry Units These are somewhat useless. 1. The resource is so rare that in 5 games i had spawn horses once. That was one spot which gave like one horse every 3 rounds or so. Not nearly enough to create a cavalry based army (like the Mongols had etc.) 2. The bonus to combat speed basically just makes it a slightly better infantry unit. In most cases it cant even move further. (3 speed vs 4 speed still gives you only 2 tiles to move) Suggestion: - Ma

5 Replies 6,317 Views